Posts for adelikat

adelikat
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Joined: 11/3/2004
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Plush wrote:
- Frame Advancing is not as responsive as Mupen64 0.5.
What does this mean exactly? Given your interest in SM64, I'm guessing you want to skip lag frames like mupen would (well, it does something slightly worse than that, but that's the effect you will feel). Go to Config -> Customize -> Advanced, and check "Frame advance skips lag frames". Let me know if this is what you were looking for.
-For some reason you decided to remove the TAS Input Plugin 0.6, which was flawless.
This shows a rather big misunderstanding, there's nothing to remove. Bizhawk uses mupen64plus which does NOT support the tas input plugin. There's nothing to "remove". But I also don't see "bug" reported here, is there a behavior in the Virtualpad you find a problem?
In Biz when you make a savestate, for a brief time you can't move the analog stick.
Sounds like savestates are simply slow for you. Go to config -> rewind & savestates, and set the comrpession level from 5 (by default) to 0. That should improve things.
-The lazy turbo option is now useless because of lag frames
Autofire in bizhawk by default accounts for lag frames, in config -> autofire, you can turn this on or off.
convert them to .bkm.
It is .bk2 these days.
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adelikat
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Of course you have display fps. View -> Display FPS
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adelikat
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1) There already is an entry in the gamedb for AVGN KO Boxing 2) The latest atari releases have heuristics that properly detect the game, the mapper is F4. Both the NTSC and PAL versions properly detect 3) The latest releases have rom picker support for .bin, for which you can pick atari 2600 I suspect he's using an outdated release. Or a very bad version of the rom. EDIT: Definiately a bad rom here, after looking at the error message more. The header of the ROM literally says the mapper name is "UNKNOWN", that's just...terrible. Find the correct rom please.
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adelikat
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Joined: 11/3/2004
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Config -> Customize -> Advanced - "Frame advance button skips non-input frames"
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adelikat
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Joined: 11/3/2004
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Palettes do not affect sync. And if they did, you wouldn't have the option to set them mid movie.
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adelikat
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Can't you pick whatever palette you want? So just pick whatever you think looks better.
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adelikat
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I'm not aware of any opengl changes we made. But I can tell you, your graphics card doesn't properly support opengl 2.0. I'm not expert on graphics card stuff, but do the usual stuff people should do like update your drivers and whatnot.
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adelikat
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Did you make sure to download the new release into a fresh folder? Don't copy on top of your old one.
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adelikat
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The best place to report future atari games would be the issue tracker But if you find a number of them, maybe a new thread in the bizhawk forum we could keep a list specifically for Atari 2600. Because that core is developed "in house" (not a ported emulator), then it is appropriate to post emulation issues like that.
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adelikat
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Joined: 11/3/2004
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Ford wrote:
If I find weird stuff like this again, where should I report it?
You just did. And thank you. Atari 2600 emulation in BizHawk is pretty solid. But it isn't to the quality of Stella, yet. Stella has no rerecording, you are "stuck" with BizHawk. (Retroarch is just a wrapper for stella). But games that have problems like that, are in the minority by far. I'm interested in improving the atari core, but it can't be as high a priority as tastudio, or a good debugger tool, or the GBA roll out, or jabo support in n64, and who knows what else will pop up in the near future. But I intend to polish it more, in which case, these kinds of reports will be nice and helpful.
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Post subject: BizHawk 1.8.0 Released! Now with GBA support
adelikat
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GBAHawk is now official, with the 1.8.0 release. See here for more details.
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adelikat
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A few big things about this release should be mentioned! We now officially have GBAHawk, using the vba-next core. And for the first time ever, thanks to micro500's mad scientest skills, we have jabo support in N64hawk. Never has mupen64plus supported jabo, so this is an unusual and groundbreaking combination.
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adelikat
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There shoudln't be more than installing prereqs. Your computer needs to be able to support opengl 2.0, you need to look into that. You should also install .net 4.0 manually: http://www.microsoft.com/en-us/download/details.aspx?id=17851 Because the prereq installer can sometimes be tricked, such as if you installed a program that needed it, and uninstalled things, and maybe there are some empty folders laying around.
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adelikat
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Captain Forehead wrote:
And it STILL won't work.
This thread is getting too long for what it is. And it is because this is an unacceptable way to ask for help. Please describe what "won't work" means, because there is a ton of things this could mean. Does it load at all? Does it crash, does it give an error? Or is it when you load a rom? You seem to imply in your last post that it is in fact a screenshottable error, which you should have led with in the first place then, at least attempt to describe the error message. With more information, you are wasting everyone's time.
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adelikat
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You are missing the step where you RUN the prereq installer?
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adelikat
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But where you are correct in your prediction is that the mupen64plus team had nothing to do with it. That was an effort by people from the tas community (mainly micro500)
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adelikat
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Uh, it is though. It is mupen64plus' core
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adelikat
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I'm pretty sure :P
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adelikat
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We tried, savestates are all busted, don't know why, the solution is non-trivial, and we failed. The reason has nothing to do with speed.
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adelikat
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Flip wrote:
Again, since there was no direct answer, am I screwed on my current game? The game cannot be completed with the Compatibility core, which the TAS was made with up to this point. There appears to be no way to change midway, and changing to the only other core available (=Performance) requires the game to start over. Even worse is the fact it complains that movie recording cannot even be done using this core; so am I forced to just give up now?
You can't use performance for movie recording (nor would you, nor would it fix anything). Accuracy core is NOT an option yet, I don't know why it was being suggested in the first place. I'm not even sure the accuracy core would fix the problem. It will have to be up to you though, to find another bsnes based emulator with the accuracy core option and play through the game. You could change to another profile in the movie file, that's not a problem. The problem is that it likely wouldn't sync.
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adelikat
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PikachuMan wrote:
For Game Boy emulation, how about implementing an ability to play 4-player Game Boy games (not just Super Game Boy). Also, what about supporting more than two controllers on the following: NES (4 players), SNES (8 players), Genesis (8 players), PC Engine (5 players).
NES 4 player is already supported (switch to NEShawk and go to the NES-> controller config) Genesis 8 player is supported (look in Genesis -> Controller config) PCE 5 player is supported (looked in PCE -> Controller config) You say "how about" like we haven't considered it, all things you mention that haven't been supported intend to be at some point, it is just a matter of priority.
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adelikat
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One fire work isn't slower, depending on the frame rule
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adelikat
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You must be using Compatibility profile to use trace logging SNES -> Profile -> Compatibility. (You should also be using this for making TASes)
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adelikat
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Unpause? Press frame advance?
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adelikat
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Flip wrote:
I don't have any specific info as to the cause, but incorrect emulation on SNES game Eek! The Cat is causing the game to be incompletable sadly. The characters fall through the right hand side of lift platforms, and cannot walk across a moving barrel, rending the game impossible. https://www.youtube.com/watch?v=EFXoOGhoSMk Playing the game in the SNES9x emulator works fine in this section, but not Bizhawk 1.7.4 currently.
By default BizHawk is running the performance core, which is faster but not nearly as accurate. Switch to compatibility core and see if that resolves your issue.
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